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Wherever I May Roam: A Scout's Guide (by lordduskblade)
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<blockquote data-quote="LightWarden" data-source="post: 6998624" data-attributes="member: 6803540"><p><strong>Scout Aspects: Roam Through Combat</strong></p><p></p><p>Instead of At-Will attack powers, the Scout has access to a series of Aspects, which are Stances that typically modify his basic attacks. You get to choose two Aspects at L1, as well as an additional one at L7 and L17. In this section, we'll discuss which Aspects will be of most use to the typical Scout:</p><p></p><p><strong>Aspect of the Cunning Fox (HotFK)</strong> - While half damage on attacks made against you during your own turn is unlikely to come up on a regular basis unless you're provoking OAs like there's no tomorrow, a free action shift after you swing at someone is nice to have. A decent Stance to have.</p><p></p><p><strong><span style="color: #0000ff">Aspect of the Charging Ram</span> (HotFK)</strong> - It keeps you from provoking while you charge, gives you a damage bump while charging, and knocks whoever you hit with that charge prone. That's good stuff.</p><p></p><p><strong>Aspect of the Dancing Serpent (HotFK)</strong> - Generating charge space as a free action is pretty good, and a bonus to hit and a (scaling) bonus to damage against isolated enemies isn't chopped liver either. A pretty solid Aspect.</p><p></p><p><strong>Aspect of the Hungry Shark (HotFK)</strong> - A bonus to hit against bloodied enemies is good stuff, and while the bonus to Athletics while swimming is a bit conditional, you'll be glad to have it if it ever comes up. A pretty solid Aspect overall.</p><p></p><p><strong><span style="color: #00ccff">Aspect of the Lurking Spider</span> (HotFK)</strong> - This Aspect offers the largest damage bonus, and it does so for all of your damage rolls, not just for basic attacks. Additionally, a bonus to Stealth checks will be good both in and out of combat. This is the one Stance I would take on all of my Scouts.</p><p></p><p><strong><span style="color: #0000ff">Aspect of the Pack Wolf</span> (HotFK)</strong> - Not provoking when you leave squares adjacent to your allies helps generate charge space really easily, and a bonus to attack and damage rolls when ganging up on a target is pretty good too. That's a good Stance to have.</p><p></p><p><strong><span style="color: #0000ff">Aspect of the Regal Lion</span> (HotFK)</strong> - A bonus to hit and to all defenses against targets Large or larger is pretty applicable, even if it is a bit more of the defensive side (mostly, you want offense). Pretty good overall.</p><p></p><p><strong><span style="color: #800080">Aspect of the Soaring Hawk</span> (HotFK)</strong> - A Perception bonus is good for out-of-combat situations, but a bonus to speed and ignoring cover/concealment penalties isn't terribly useful. A rather uninspiring Stance overall.</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Wilderness Knacks: Roam Through Life</strong></strong></span></p><p></p><p>In addition to your Aspects, you will gain access to a list of Wilderness Knacks (two at L1, and an extra one at L4 and L8). While these are mostly minor out-of-combat benefits, there are criteria of how useful they are to you.</p><p></p><p><strong>Wilderness Knacks</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Ambush Expertise</span> (HotFK)</strong> - Buffing your allies' Stealth checks when you use the skill is a pretty decent benefit to have.</p><p></p><p><strong><span style="color: #800080">Beast Empathy</span> (HotFK)</strong> - Most Scouts will be dumping Charisma, and dumping it hard - a +2 bonus to Charisma-based checks isn't really going to do much for you. And while Insight checks to read creatures is a decent benefit, it's not even a skill you're trained in (at least your DM has the option to throw you a bone, here, which makes it <strong>better</strong>).</p><p></p><p><strong><span style="color: #0000ff">Mountain Guide</span> (HotFK)</strong> - Lowering the DC for your allies to climb an obstacle is actually a pretty cool and applicable benefit.</p><p></p><p><strong><span style="color: #800080">Watchful Rest</span> (HotFK)</strong> - This is a rather conditional benefit in terms of how much it'll see play (depends on how much your DM likes ambushing your party in their sleep, and how many members of the party actually sleep), but if it does, it's <strong>pretty decent</strong>.</p><p></p><p><strong>Wilderness Tracker (HotFK)</strong> - Again, another conditional benefit, but this one can help drive a storyline pretty much by itself, and it keys off a skill you're both bound to have and be at least decent at.</p><p>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>At-Will Powers: Roam With Strength</strong></strong></span></p><p></p><p>While most Scouts won't get to even look at this, a Human member of the class can pick this instead of the Heroic Effort power, so we will include them for their benefit.</p><p></p><p><strong>Ranger At-Wills</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Strength-Based:</strong></strong></span></p><p></p><p><strong>Hit and Run (PHB)</strong> - While it forces you to invest in Strength and doesn't benefit from your MBA bonuses, it does expand your capabilities by allowing you to walk away from most enemies.</p><p></p><p><strong><span style="color: #ff0000">Marauder's Rush</span> (MP 2)</strong> - Forces you to invest in Strength as well as Wisdom. That's too much MAD to really be effective.</p><p></p><p><strong><span style="color: #800080">Shield of Blades</span> (PHH 2)</strong> - A Strength-based attack that gives you a bonus to AC is of questionable use at best.</p><p></p><p><strong><span style="color: #0000ff">Throw and Stab</span> (MP 2)</strong> - This is actually a pretty decent pickup - while it doesn't allow you to charge, it does add an extra attack to the sequence (provided you invest enough in Strength and carry a throwable weapon), which makes you adept at picking off minions and other secondary functions.</p><p></p><p><span style="font-size: 12px"><strong><strong>Dexterity-Based:</strong></strong></span></p><p></p><p><strong><span style="color: #ff0000">Fading Strike</span> (MP 2)</strong> - This At-Will gives you a decent mobility-based option when not charging, but it's not something that your Stances can't already replicate. Nah.</p><p></p><p><strong><span style="color: #ff0000">Hunter's Teamwork</span> (PHH 1)</strong> - A Ranged attack power, but it doesn't have much of anything going over an RBA, and it loses all the basic attack perks. Avoid.</p><p></p><p><strong><span style="color: #800080">Nimble Strike</span> (PHB)</strong> - A Ranged attack that lets you shift away as part of the sequence will help you keep you safe from OA's, though that's not a priority.</p><p></p><p><strong>Warning Shot (D 383)</strong> - A Ranged attack that has Control-oriented implications if the target moves where you designate. It's a potentially pretty damaging power, even it is unreliable. A decent pick, because it does expand your capabilities.</p><p></p><p><span style="font-size: 12px"><strong><strong>Strength- or Dexterity-based:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Careful Attack</span> (PHB)</strong> - Trading in the MBA benefits for +2 to hit is a conditional benefit that will get blown away by MBA support. Not the greatest choice.</p><p></p><p><strong>Twin Strike (PHB)</strong> - This power actually isn't as powerful for you as it is in the hands of a classic Ranger - it doesn't let you use your Striker feature on it (so it probably won't out-damage your standard attack routine), and you would have to invest in Strength to use it effectively. It has a niche use as the second standard action on your AP turn, but it doesn't do much apart from that.</p><p></p><p><span style="font-size: 12px"><strong><strong>Beast Powers:</strong></strong></span></p><p></p><p><strong><span style="color: #ff0000">Circling Strike</span> (MP)</strong> - Can't use this (not that you'd want to).</p><p></p><p><strong><span style="color: #ff0000">Predator Strike</span> (MP)</strong> - Don't even think about it.</p><p>[/sblock]</p><p></p><p><strong>Utility Powers: Aiding Those Who Roam</strong></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Level 2, Utility</strong></strong></span></p><p></p><p>This Utility list has a standout power in <strong>Invigorating Stride</strong>, but there are a couple of other powers (like <strong>Ranger's Agility</strong> and <strong>Yield Ground</strong>) that could conceivably make the spot as well.</p><p></p><p><strong>Level 2 Utility List</strong></p><p>[sblock]</p><p><strong><span style="color: #ff0000">Archer's Stairway</span> (D 383)</strong> - You won't be using Bows or Crossbows.</p><p></p><p><strong><span style="color: #800080">Avian Grace</span> (D 392)</strong> - Long jumps will take quite a while to beat your normal speed, rarely will you be able to fly, and it's a Daily. Nah.</p><p></p><p><strong><span style="color: #ff0000">Begin the Hunt</span> (MP 2) </strong>- You don't have Hunter's Quarry.</p><p></p><p><strong>Bending Branch (D 377)</strong> - You're not as likely to be the target of a forced movement effect as your Defender, but here's a nasty counter for it if you are.</p><p></p><p><strong>Bridge of Roots (HotFK)</strong> - Basically a zone that lets you ignore terrain effects within it. That can certainly be useful, if not quite universally so.</p><p></p><p><strong>Crucial Advice (PHB)</strong> - A reroll for a skill with a +Wisdom bonus will be appreciated by anyone, and you do have a decent skill set. Solid enough. </p><p></p><p><strong><span style="color: #800080">Entangling Roots</span> (HotFK)</strong> - Disallowing charges and imposing difficult terrain on your enemies in a zone can certainly make you harder to approach, but it's at odds with your mobile nature.</p><p></p><p><strong><span style="color: #ff0000">Equestrian Maneuver</span> (D 392)</strong> - You don't have a Beast.</p><p></p><p><strong><span style="color: #ff0000">Feline Escape </span>(D 392)</strong> - You don't have a Beast.</p><p></p><p><strong><span style="color: #ff0000">Ferret an Opening</span> (MP)</strong> - The only use I see for this power is preserving your CA after moving out of a flanking position to allow someone else to enter it. Yeah... no.</p><p></p><p><strong><span style="color: #800080">Fox Shift</span> (MP)</strong> - A rather weak benefit, with a conditional trigger. Pass. </p><p></p><p><strong><span style="color: #ff0000">Hearten the Beast </span>(MP)</strong> - You don't have a Beast. </p><p></p><p><strong><span style="color: #ff0000">Hunter's Privilege</span> (MP)</strong> - You don't have Hunter's Quarry.</p><p></p><p><strong><span style="color: #00ccff">Invigorating Stride</span> (MP 2)</strong> - Not only is this a nice shifting power that helps you generate charge space, it allows you to second wind and attack in the same turn, every encounter. Either effect would have been good on its own, but together they're great.</p><p></p><p><strong><span style="color: #0000ff">Oak Skin</span> (HotFK)</strong> - Resist all equal to your Wisdom for one fight per day. This degree of damage prevention is sweet, though a bit dependent on how high your Wisdom modifier actually is.</p><p></p><p><strong><span style="color: #ff0000">Pack Alertness</span> (MP)</strong> - You don't have a Beast.</p><p></p><p><strong><span style="color: #ff0000">Path of the Monkey</span> (D 392)</strong> - You don't have a Beast.</p><p></p><p><strong><span style="color: #0000ff">Ranger's Agility</span> (HotFK)</strong> - The ability to shift 2 at-will for one fight a day can help generate some charge space, and a speed bonus isn't chopped liver. A pretty good power to have.</p><p></p><p><strong><span style="color: #ff0000">Reptilian Perseverance</span> (D 392)</strong> - You don't have a Beast.</p><p></p><p><strong>Safe Passage (HotFK)</strong> - A whole-party speed buff, with the ability to ignore difficult terrain as icing. Dependant on the encounter, but could potentially be useful.</p><p></p><p><strong><span style="color: #ff0000">Slither's Stride</span> (D 392)</strong> - You don't have a Beast.</p><p></p><p><strong><span style="color: #0000ff">Stalker's Mist</span> (HotFK)</strong> - A zone that heavily obscures your opponent's line of sight while leaving your allies' intact that you can move around is pretty darn good, actually.</p><p></p><p><strong><span style="color: #ff0000">Tenacity of the Tusked</span> (D 392)</strong> - You don't have a Beast.</p><p></p><p><strong>Terrain Advantage (MP 2)</strong> - A very nice bonus to defenses when you occupy difficult terrain. Not too sure how often that's gonna happen, though. <span style="color: #0000ff"><strong>Better</strong></span> for Elves because they don't have to sacrifice extra squares to get in and out.</p><p></p><p><strong>Unbalancing Parry (PHB)</strong> - A bit conditional (your AC is good, but not great), but the effect is pretty good, and it doesn't cost you an action.</p><p></p><p><strong><span style="color: #ff0000">Ursine Brutality</span> (D 392)</strong> - You don't have a Beast.</p><p></p><p><strong><span style="color: #ff0000">Web Trick</span> (D 392)</strong> - You don't have a Beast.</p><p></p><p><strong><span style="color: #ff0000">Wolf Trip</span> (D 392)</strong> - You don't have a Beast.</p><p></p><p><strong><span style="color: #0000ff">Yield Ground</span> (PHB)</strong> - A pretty nice pick for Scouts, it offers defense and out-of-turn mobility, but you do have to eat a hit to actually get it off.</p><p>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Level 6, Utility</strong></strong></span></p><p></p><p>This level is pretty wide-open as far as powers go - I'm personally a fan of either <strong>Healing Lore</strong> or <strong>Weave Through the Fray</strong>, though you can make a case for <strong>Leaf Wall</strong>, if cleverly used.</p><p></p><p><strong>Level 6 Utility List</strong></p><p>[sblock]</p><p><strong><span style="color: #ff0000">Arrow of the Savior</span> (D 383)</strong> - You won't be using Bows or Crossbows.</p><p></p><p><strong><span style="color: #800080">Battle Runner</span> (MP)</strong> - You won't be looking to run too often. </p><p></p><p><strong><span style="color: #800080">Boundless Energy</span> (MP)</strong> - I don't think Endurance is THAT important... </p><p></p><p><strong><span style="color: #ff0000">Clever Teamwork</span> (MP 2)</strong> - You don't have a Beast.</p><p></p><p><strong><span style="color: #ff0000">Death Threat</span> (D 377)</strong> - You don't have Hunter's Quarry.</p><p></p><p><strong><span style="color: #ff0000">Defensive Posture</span> (MP) </strong>- You don't have a Beast.</p><p></p><p><strong><span style="color: #800080">Evade Ambush</span> (PHB)</strong> - Not being surprised is nice, but as a Daily, this is not that good...</p><p></p><p><strong><span style="color: #ff0000">Harrying Hunter Stance</span> (D 384)</strong> - You don't have Quarry or a Beast.</p><p></p><p><strong>Healing Herbs (MP 2)</strong> - One of the few ally-healing powers on your list, it has the perks of not spending a surge or any important actions. Solid enough.</p><p></p><p><strong><span style="color: #0000ff">Healing Lore</span> (HotFK)</strong> - Minor action healing at range 5 that can affect you or an ally? Heck yes.</p><p></p><p><strong><span style="color: #ff0000">Invigorate the Beast</span> (MP)</strong> - You don't have a Beast.</p><p></p><p><strong><span style="color: #0000ff">Leaf Wall</span> (HotFK)</strong> - While it seems kind of weird on what is a dedicated Striker, this is basically a zone you can use to hem your opponent in, and get free combat advantage to boot. A pretty sweet choice, though it's not exactly the easiest power to use.</p><p></p><p><strong><span style="color: #ff0000">Off-Hand Defense</span> (MP 2)</strong> - +1 AC for a Stance is very underwhelming (you can forget about the +2 AC; you want to attack with both your weapons), especially considering you have to not be in an Aspect to use it.</p><p></p><p><strong>Serpentine Dodge (MP)</strong> - One of the stronger shifting powers in your arsenal, it will allow you to slip by a crowd and target the enemy you want, and iteven packs a defense bonus on top. Decent.</p><p></p><p><strong>Skilled Companion (PHB)</strong> - Congratulations; you are officially an advice machine. Solid enough.</p><p></p><p><strong>Stealthy Escape (MP 2)</strong> - Rerolling Stealth checks with a bonus is nice, especially when you have a chance of not expending it. I'm not the biggest fan of its being a Daily, but it's still solid.</p><p></p><p><strong>Step of Morning Mist (HotFK)</strong> - Yeah, it's a Daily, but a teleportation effect with a huge bonus to defenses is worth something on a Ranger.</p><p></p><p><strong>Thorn Ward (HotFK)</strong> - A movable zone for a pinch of autodamage if an enemy ends its turn within it. It's all right, I guess.</p><p></p><p><strong><span style="color: #0000ff">Weave Through the Fray</span> (PHB)</strong> - This power might force the enemy to charge or not attack at all, and the right positioning will put you just out of his reach, all but disabling an attack. A nice defensive pick.</p><p>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Level 10, Utility</strong></strong></span></p><p></p><p>Another wide-open level, this has multiple powers competing for your attention (including the Skill power <strong>Reactive Surge</strong>). I'm partial to the free CA generation (and auto-damage) of <strong>Verdant Flames</strong>, though you could go for mass party movement in <strong>Root Gate</strong>, self-healing in <strong>Blood of the Fallen</strong>, mobility with either <strong>Expeditious Stride</strong> or <strong>Resume the Hunt</strong>, or the defensive boost <strong>Agile Escape </strong>provides.</p><p></p><p><strong>Level 10 Utility List</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Agile Escape</span> (MP 2)</strong> - If mobility denial makes you unhappy, this is a very good power to have.</p><p></p><p><strong><span style="color: #0000ff">Blood of the Fallen</span> (D 377)</strong> - It's healing that doesn't consume surges or actions, and you get it for doing your job. A very good use of your Utility power slot.</p><p></p><p><strong><span style="color: #ff0000">Companion Emplacement</span> (MP)</strong> - You don't have a Beast. </p><p></p><p><strong><span style="color: #ff0000">Defensive Volley</span> (D 383)</strong> - You won't be using a Bow or Crossbow.</p><p></p><p><strong><span style="color: #0000ff">Expeditious Stride</span> (PHB)</strong> - One turn of big movement, which is good for generating charge space. That said, it is <span style="color: #800080"><strong>less useful</strong></span> come Epic Tier.</p><p></p><p><strong>Eyes of the Owl (HotFK) </strong>- Rather encounter-dependent, but free darkvision for the entire party can be a significant boon.</p><p></p><p><strong>Hunter's Thorn Trap (HotFK)</strong> - A sweet tool if you're trying to keep a slippery opponent down, this provides a hidden zone that will slap on a bit of autodamage and an immobilize effect if an enemy steps in the chosen square. Tha said, its utility does depend somewhat on whether your DM is willing to not metagame around it.</p><p></p><p><strong><span style="color: #ff0000">Hunting Party</span> (MP)</strong> - You don't have Hunter's Quarry.</p><p></p><p><strong><span style="color: #800080">Open the Range</span> (PHB)</strong> - The effect is not worth being a Daily. </p><p></p><p><strong>Padfoot Advance (MP 2)</strong> - Some very stealthy flavor, if only for a turn.</p><p></p><p><strong><span style="color: #ff0000">Prime Shift</span> (MP)</strong> - You don't have Prime Shot. </p><p></p><p><strong><span style="color: #ff0000">Quick Recovery</span> (MP)</strong> - You don't have a Beast. </p><p></p><p><strong><span style="color: #0000ff">Resume the Hunt</span> (MP 2)</strong> - You get to move your speed after a kill, with the entry square being OA-free, and then you get a bonus to all defenses. A good way to either close or generate space in a hurry.</p><p></p><p><strong><span style="color: #0000ff">Root Gate</span> (HotFK)</strong> - This can effectively fast-forward your party's movement across a battlefield, while allowing you to bypass zones, annoying terrain, and the like. That's actually pretty good if you ask me, and it's <span style="color: #00ccff"><strong>great</strong></span> if your DM likes placing enemies far away from you, or has weird terrain (bridges, chasms, that sort of thing).</p><p></p><p><strong>Shed the Mark (MP)</strong> - At-will respite against an annoying battlefield condition. Kind of corner-case, but hey, it's At-Will. </p><p></p><p><strong>Undaunted Stride (PHB)</strong> - Ignoring difficult terrain could provide a decent tactical advantage, even if it is at the cost of your Stance slot.</p><p></p><p><strong><span style="color: #0000ff">Verdant Flames</span> (HotFK)</strong> - A zone for free combat advantage that last all fight long without a need for sustaining (you can also move it around if you have to), and it even brings a bit of auto-damage with it. That's pretty cool.</p><p></p><p><strong>Weathered Resilience (MP 2)</strong> - There's a power that does this with less strings attached at lower level. That said, having two of them allows you to have the effect on for two fights a day, which can be big.</p><p>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Level 16, Utility</strong></strong></span></p><p></p><p>This level has multiple solid options, including <strong>Evade the Blow</strong>, <strong>Howling Winds</strong>, <strong>Iron Endurance</strong>, <strong>Wolfjaw Blows</strong>, and <strong>Ranger's Parry</strong>, with the latter being my favorite.</p><p></p><p><strong>Level 16 Utility List</strong></p><p>[sblock]</p><p><strong>Back on Target (D 383)</strong> - A reroll with a bonus for an ally is good, but being a Daily makes it just OK.</p><p></p><p><strong><span style="color: #800080">Blade and Bow</span> (MP 2)</strong> - Your Ranged buffs your Melee, and vice versa. Meh.</p><p></p><p><strong>Curving Shot (MP)</strong> - A Daily reroll for an At-Will attack power is actually much better for a Scout than it is for other flavors of Ranger.</p><p></p><p><strong>Embrace the Wild (HotFK)</strong> - An all-fight-long buff for you or an ally, though its utility varies depending on the fight.</p><p></p><p><strong><span style="color: #0000ff">Evade the Blow</span> (PHB)</strong> - This is awesome to use against creatures that look to keep you at the edge of their reach, as it can negate that attack outright.</p><p></p><p><strong><span style="color: #0000ff">Howling Winds</span> (HotFK)</strong> - Free action sliding for a whole fight? This is a potential gold mine for a Scout, because it makes charging into flanking positions that much easier.</p><p></p><p><strong><span style="color: #0000ff">Iron Endurance</span> (HotFK)</strong> - Your healing surge value + 10 is a lot of THP to be had, though its being a Daily is kind of limiting.</p><p></p><p><strong><span style="color: #800080">Longstrider</span> (PHB)</strong> - Though somewhat obsoleted by a Skill power that has everything this offers and more, it's still an option for those who choose not to train Athletics.</p><p></p><p><strong><span style="color: #800080">Mirror of Steel</span> (D 377)</strong> - It doesn't protect you from AoE's, eats up your Stance slot, and only provides a +1 to all defenses? Pass.</p><p></p><p><strong><span style="color: #800080">Momentary Respite</span> (PHB)</strong> - A collection of decent benefits. Being a Daily and costing a Standard action is just too high a price for them, though.</p><p></p><p><strong><span style="color: #ff0000">Pack Stealth</span> (MP)</strong> - You don't have a Beast.</p><p></p><p><strong><span style="color: #0000ff">Ranger's Parry</span> (MP 2)</strong> - +4 to AC and Reflex is a big defensive buff, and 10 THP as the cherry on top only makes it better. While not as potentially awesome as Evade the Blow, you can use it more often, and the effect can save you from more situations and types of attacks.</p><p></p><p><strong><span style="color: #ff0000">Shared Healing</span> (MP)</strong> - You don't have a Beast.</p><p></p><p><strong><span style="color: #800080">Stalker's Senses</span> (MP)</strong> - Another underwhelming stance.</p><p></p><p><strong>Tree Runner (MP 2)</strong> - Don't know how often you have to actually run up trees, but this is awesome for when you do.</p><p></p><p><strong>Vengeful Oath (MP 2)</strong> - The trigger is kind of awkward (sometimes, allies LIKE to be bloodied, and other times, you're too busy to want to disengage), but the effect is strong enough to make it a choice.</p><p></p><p><strong>Wall of Earth (HotFK)</strong> - A large wall you can use to hem people in, as well as knock them prone, and it can make some difficult terrain should you fail to sustain. Not your typical cup of tea, but not exactly a bad thing, either.</p><p></p><p><strong><span style="color: #800080">Wary Shooter </span>(MP)</strong> - You won't be using Ranged attacks all that often.</p><p></p><p><strong><span style="color: #0000ff">Wolfjaw Blows</span> (D 375)</strong> - A nice and mean Stance power, this can help set up Headsman's Chop and other prone shenanigans with you or other party members, or just plain help out your allies by letting them all share in the combat advantage you had over an enemy. A nice pick.</p><p></p><p><strong>Word of Warning (HotFK)</strong> - A solid bonus to your party's initiative (though it won't stack with things like a Warlord's Combat Leader or a Battle Harness), and free CA for the first round of a fight. Solid.</p><p>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Level 22, Utility</strong></strong></span></p><p></p><p>Your Utility power capstone power list is very strong; there are a lot of good powers, and even though none of them truly stands out, that's because the difference in power level for most is pretty minimal. I am most partial to <strong>Adamant Recovery</strong> for its universal Revive button and <strong>Veil of Winter</strong> for putting up a zone of effective total concealment, but this indeed is a great list.</p><p></p><p><strong>Level 22 Utility List</strong></p><p>[sblock]</p><p><strong><span style="color: #00ccff">Adamant Recovery</span> (MP)</strong> - A good "emergency" button to have in your back pocket. Goes a long way towards making you more self-sufficient.</p><p></p><p><strong>Daunting Agility (MP 2)</strong> - Shifting your speed with an Athletics bonus attached can be useful, though it is rather overdue.</p><p></p><p><strong>Fade from Sight (MP 2)</strong> - A decent Stealth-related Utility. Not at the level of Forest Ghost, but it can be used more frequently.</p><p></p><p><strong><span style="color: #ff0000">Fleet Hunter's Stance</span> (D 384)</strong> - You don't use Ranger powers that make multiple attack rolls.</p><p></p><p><strong><span style="color: #0000ff">Fleet of Foot</span> (MP 2)</strong> - Not provoking OA's for moving is nice to have, as is not granting CA while running. Pretty cool.</p><p></p><p><strong><span style="color: #0000ff">Forest Ghost</span> (PHB)</strong> - Given an At-Will source of concealment, this can make it very difficult for enemies to retaliate against you, which is a pretty good benefit.</p><p></p><p><strong>Hit the Dirt (PHB)</strong> - A decent "get out of the way" power.</p><p></p><p><strong><span style="color: #ff0000">Hunt the Herd</span> (MP)</strong> - You don't have Hunter's Quarry.</p><p></p><p><strong><span style="color: #0000ff">Master of the Hunt</span> (PHB)</strong> - Depending on your Wisdom, this can go from worthless to godly, but you're gonna need to put a lot of points in Wisdom for this to beat some of your other Stances.</p><p></p><p><strong>Preternatural Senses (MP)</strong> - Blindsight can help make certain situations a heck of a lot easier.</p><p></p><p><strong><span style="color: #ff0000">Selfless Sacrifice</span> (MP)</strong> - You don't have a Beast.</p><p></p><p><strong>Safe Stride (PHB)</strong> - A no-strings-attached Encounter movement power that allows you to shift a distance that can go from pitiful to large, depending on your build. Nice, but a bit overdue.</p><p></p><p><strong>Sharpen the Senses (MP 2)</strong> - Detecting invisible creatures is sweet, as is the Perception bonus, thoug it does eat up your Stance slot.</p><p></p><p><strong>Speed of the Zephyr (HotFK)</strong> - Not really sure you need this much speed, but if you think you do, here it is.</p><p></p><p><strong><span style="color: #0000ff">Stepping Through the Veil</span> (HotFK)</strong> - Given the proper setup, this can result in en<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />er-long invisibility, which is definitely something to be desired.</p><p></p><p><strong><span style="color: #ff0000">Tested Analysis</span> (MP 2)</strong> - You don't have Hunter's Quarry.</p><p></p><p><strong><span style="color: #00ccff">Veil of Winter</span> (HotFK)</strong> - A movable zone that straight-up blocks line of sight for your enemies while not affecting your allies in the slightest is very worth having.</p><p></p><p><strong>Verdant Silence (D 377)</strong> - The only issue I have with this power is its requiring a healing surge (don't know if you noticed, but you don't have many to spare...).</p><p></p><p><strong><span style="color: #ff0000">Wild Dash</span> (MP)</strong> - You don't have a Beast.</p><p></p><p><strong>Wrath of Root and Soil (HotFK)</strong> - While this power isn't all that effective against flying enemies, it can be quite nasty against enemies you somehow manage to pin down within the zone. It requires a bit too much party cooperation to be truly good (as it's quite hard for you to pin things down yourself), but it's something worth looking at.</p><p>[/sblock]</p><p></p><p><strong>Skill Powers: The Talents Of Those Who Roam</strong></p><p></p><p>Skill powers here have been categorized into whether the skill is a class skill for your not. Within these categories, they have been split up into levels. You'll mostly be hunting for Skill powers for your more lackluster Utility levels (L6 and L10): your power selection is pretty solid from then on.</p><p></p><p><span style="font-size: 15px"><strong><strong>Class Skill Powers</strong></strong></span></p><p></p><p><strong>Acrobatics Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Agile Recovery</span> (PHB 3)</strong> - Forever changes standing up to a Minor Action. Pretty cool.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong><span style="color: #ff0000">Dodge Step</span> (PHB 3)</strong> - The trigger goes off too late for you to avoid a hit, and you already have a power just lke it. Unnecessary.</p><p></p><p><strong>Graceful Maneuver (PHB 3)</strong> - A decent repositioning ability, though half your speed is not all that much.</p><p></p><p><strong>Perfect Balance (PHB 3)</strong> - It provides a small speed advantage while traversing narrow or difficult terrain, and doesn't require checks. Decent.</p><p></p><p><strong><span style="color: #0000ff">Tumbling Dodge</span> (PHB 3)</strong> - An example of a power that gets better as time goes on. Right now, you're likely getting a +2 bonus to all defenses at best (which is still good), whereas later on you'd be looking at +4 or so. Nice.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Drop and Roll</span> (PHB 3)</strong> - How often does this really come up? Not enough to occupy a Utility slot in my experience.</p><p></p><p><strong>Rapid Escape (PHB 3)</strong> - The definitive answer to being grabbed; it allows you to escape as a Minor Action, grants you CA if you do escape, AND it’s an At-Will. It faces stiff competition and grabbing ain’t exactly the most common status effect under sun and moon, but this is awesome when it does come up.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Reflexive Dodge</span> (PHB 3)</strong> - A solid DR ability, that comes with a shift attached. Pretty cool.</p><p>[/sblock]</p><p></p><p><strong>Athletics Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Bounding Leap</span> (PHB 3)</strong> - A power that subs your move action for a jump that carries a bonus. Unless you optimize your Athletics check or roll very well, this is only worth it later on in your career when you can reliably clear an Athletics check equal to your speed + 1 (DC 30 for speed 5, DC 35 for speed 6, and a whopping DC 40 for speed 7). At least it’s useful out of combat...</p><p></p><p><strong><span style="color: #800080">Scrambling Climb</span> (PHB 3)</strong> - It's a great movement Utility if you have to climb up stuff a lot. The question is, will you? Not in most campaigns.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong>Mighty Sprint (PHB 3)</strong> - Speed +4 is nice. Ignoring difficult terrain is also nice. An Athletics bonus for whatever stunt you may want to pull off along the way is just gravy. This is a pretty decent pick.</p><p></p><p><strong>Sudden Leap (PHB 3)</strong> - Essentially, this is flanking without provoking OA's, no matter how big your opponent is, once per encounter. It can see use for some Scouts.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Incredible Stride</span> (PHB 3)</strong> - Whoa. +4 speed for the encounter is a big buff, and it obsoletes Longstrider for any who trained Athletics. A very nice choice.</p><p>[/sblock]</p><p></p><p><strong>Dungeoneering Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #ff0000">Deep Shadows</span> (PHB 3)</strong> - No reason for your Dungeoneering to trump your Stealth.</p><p></p><p><strong>Otherworldly Lore (PHB 3)</strong> - Though conditional (not only do you have to encounter an aberrant creature, you have to nail the check), it DOES hand out +4 to hit essentially for free...</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong>Eyes of the Deep Delver (PHB 3)</strong> - Blindsight for a turn, just because you can. Usually, one turn is all you need.</p><p></p><p><strong><span style="color: #ff0000">Stonecunning</span> (PHB 3)</strong> - There is no reason your Dungeoneering should beat your Perception by enough of a margin as to justify taking this power.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong>Trap Sense (PHB 3)</strong> - A sweet trap-redirection ability, it’s rather conditional, which is what holds it back against pretty stiff competition.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16:</strong></strong></span></p><p></p><p><strong>Practiced Mental Defense (D 385)</strong> - Keeping allies from getting stunned or dominated is nice to have, though dazed isn't a massive improvement and this is a Daily (which means this power has its limitations).</p><p>[/sblock]</p><p></p><p><strong>Endurance Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Endure Pain</span> (PHB 3)</strong> - This would be better if you had more emphasis on your Constitution score, but as it is, it’s unimpressive for most Scouts.</p><p></p><p><strong><span style="color: #0000ff">Grit and Spittle</span> (D 385)</strong> - Though burning up a healing surge hurts, granting yourself mass saves has got to count for something, especially at a level this low.</p><p></p><p><strong><span style="color: #ff0000">Invigorating Presence</span> (PHB 3)</strong> - Some mass THP when you second wind, but the vast majority of Scouts won't be using second wind as a standard (which this power requires). No.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong><span style="color: #ff0000">Third Wind</span> (PHB 3)</strong> - A poor man's version of Healing Lore. Nope.</p><p></p><p><strong><span style="color: #800080">Walk it Off</span> (PHB 3)</strong> - Having a chance to negate ongoing damage before it happens is nice, but rarely will you see ongoing damage that is lethal enough to be a serious concern.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Reactive Surge</span> (PHB 3)</strong> - Healing in response to getting Bloodied? And it's there every encounter? Excellent.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16:</strong></strong></span></p><p></p><p><strong>Diehard (PHB 3)</strong> - Being dazed sure beats being dead.</p><p>[/sblock]</p><p></p><p><strong>Heal Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #ff0000">Healer’s Gift</span> (PHB 3)</strong> - Burn a Utility slot for a very marginal improvement over First Aid? No. Gods, no.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Delay Poison</span> (PHB 3)</strong> - Certainly <strong>better</strong> in campaigns where poisons are more prevalent and lethal and/or an enemy attacks only using poison damage, but usually ongoing 5-10 damage won't kill you.</p><p></p><p><strong><span style="color: #ff0000">Physician's Care</span> (PHB 3)</strong> - Healing is nice, but not as a standard action.</p><p></p><p><strong><span style="color: #ff0000">Swift Recovery</span> (PHB 3)</strong> - A poor man's Healing Lore. Nah.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Time Out</span> (PHB 3)</strong> - This is <span style="color: #0000ff"><strong>nice</strong></span> if you have a Dwarf or Warden ally, and can be better if you have both; otherwise, the times it comes up are few and far between (very hit-or-miss, this one).</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Miraculous Treatment</span> (PHB 3)</strong> - Again, healing is awesome, but not if it sacrifices your ability to attack.</p><p>[/sblock]</p><p></p><p><strong>Nature Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Mounted Coordination</span> (PHB 3)</strong> - If it were a turn-long buff, I'd be all for it, but as it is it's pretty marginal.</p><p></p><p><strong>Nature Sense (PHB 3)</strong> - Some builds can milk a Nature check subbing for initiative, and a hefty defensive boost to start the combat makes it pretty decent.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Natural Terrain Understanding</span> (D 385)</strong> - Though Leader-y in theme, +2 to all defenses and a free shift 2 for allies is greatly appreciated, especially on a per-encounter basis.</p><p></p><p><strong><span style="color: #800080">Path of the Bounding Stag</span> (PHB 3)</strong> - Obviously <strong>better</strong> if you spend a lot of time in forests aboveground; but I can't predict where your campaign will take you, and in most terrains this will be useless.</p><p></p><p><strong>Practiced Rider (PHB 3)</strong> - About as campaign-dependent as they come, but hey, it’s an At-Will!</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Spot the Path</span> (PHB 3)</strong> - Party-wide difficult terrain ignoring is sweet.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Nightshade Draught</span> (D 385)</strong> - Anything that keeps you from dropping dead is appreciated on a Ranger, especially when it allows you to operate at full efficiency (just remember to heal ASAP).</p><p>[/sblock]</p><p></p><p><strong>Perception Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Far Sight</span> (PHB 3)</strong> - There are like a million ways to get this minor buff as a Scout, and it doesn't really do much for you. Skip it.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong>Guided Shot (PHB 3)</strong> - Essentially an after-you-roll attack buff vs. the great majority of enemies for an ally. Solid enough.</p><p></p><p><strong>Trapfinding (PHB 3)</strong> - A solid Utility power for those of you who MC'd Rogue and picked up Thievery.</p><p></p><p><strong>Warning of Peril (PHB 3)</strong> - Your Passive Perception officially covers a huge area. A great scouting aid outside of combat, though marginal in it.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong>Focused Sight (PHB 3)</strong> - Far Sight's big brother, it also works on Melee powers and superior cover/concealment. Serviceable, as it lasts two turns.</p><p></p><p><strong><span style="color: #800080">Perfect Sight</span> (PHB 3)</strong> - The only reason you should take this power is if you couldn't train Dungeoneering, since they have one that's strictly better at a lower level.</p><p></p><p><strong>Spot Weakness (PHB 3)</strong> - A decent bonus to your next damage roll. Average overall.</p><p></p><p><strong>Uncanny Instincts (PHB 3)</strong> - The same thought process that applies to Nature Sense applies here; this can outstrip your default initiative in some builds, and you get to bring an ally along for the ride.</p><p>[/sblock]</p><p></p><p><strong>Stealth Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Obscured Avoidance</span> (PHB 3)</strong> - You get At-Will mark avoidance, sans the conditional requirement, later, so this has less luster for you than for most others.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong>Concealed Shift (PHB 3)</strong> - Shift you when you’re missed if you have cover/concealment. Conditional, but potentially useful.</p><p></p><p><strong>Shrouding Gloom (PHB 3)</strong> - A bit of action economy for your Stealth checks. Can be useful if you're scurrying from cover to cover or need a do-over on your last Stealth check.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Crowd Cover</span> (PHB 3)</strong> - A pretty cool way to mess with enemy Ranged combatants, but it has its limitations (only works against ranged attacks, cover only provides +2 to all defenses). That said, it can be pretty cool if it does work.</p><p></p><p><strong>Persistent Tail (PHB 3)</strong> - A decent power to keep yourself out of sight. Great out-of-combat utility for this one.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Deepening Gloom</span> (PHB 3)</strong> - This is a nice one; making yourself invisible to the target instantly slaps on a hefty penalty for his attack, and given that this is an interrupt, it could potentially negate a hit.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong><strong>Recommended Non-Class Skill Powers</strong></strong></span></p><p></p><p>I’m only going to talk about the powers whose parent skills are recommended, so that limits it somewhat.</p><p></p><p><strong>Insight Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong>Anticipate Maneuver (PHB 3)</strong> - You need to roll, but Combat Advantage as a Minor Action is pretty solid.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong>Empathic Read (PHB 3)</strong> - A great way for you (usually the party radar) to save the party face from himself.</p><p></p><p><strong>Insightful Counter (PHB 3)</strong> - A decent way to prevent something ugly from happening to you in Melee.</p><p></p><p><strong>Prescient Maneuver (PHB 3)</strong> - Useful for running up to an opponent or generating charge space, depending on what you need.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong>Insightful Comment (PHB 3)</strong> - Though of limited use in combat, if you like skill challenges a lot, this is a 1-turn mega-buff for everyone, which is awesome.</p><p></p><p><strong><span style="color: #0000ff">Prescient Defense </span>(PHB 3)</strong> - A solid defense bump when you need it the most. Pretty nice to have.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Insightful Riposte</span> (PHB 3)</strong> - Now this is a nice power! +3 will turn quite a few misses into hits, and that's always a good thing, especially when you get it every encounter.</p><p>[/sblock]</p><p></p><p><strong>Thievery Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Fast Hands</span> (PHB 3)</strong> - Some sweet quick-swapping benefts for anyone who’ll train in the skill. Could be useful.</p><p></p><p><strong><span style="color: #800080">Lock Tap</span> (PHB 3)</strong> - Action economy on Thievery checks can be useful in certain situations, but I don't think those situations are all that common outside of combat, and you shouldn't be popping locks open in most fights anyway.</p><p></p><p><strong>Quick Palm (PHB 3)</strong> - Again, action economy on a Thievery check, but for something you're more likely to need to do fast.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong>Hasty Retreat (PHB 3)</strong> - A decent emergency shift away, it could get you out of the range of a few traps' triggers, especially ones like poison needles in doorknobs and the like.</p><p></p><p><strong>Quick Switch (PHB 3)</strong> - Though the effect doesn't cover all that much space, it could help you introduce your enemy to your Defender without an OA for either of you, which is nice.</p><p></p><p><strong><span style="color: #800080">Stolen Defense</span> (PHB 3)</strong> - This is Anticipate Maneuver... Leader edition. You could just flank, you know.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong>Disruptive Stunt (PHB 3) </strong>- An attack debuff as part of an opportunity-free move action through an adjacent enemy's space. The movement likely won't be all that earthshaking, but a repositioning power with a free debuff can be decent.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="LightWarden, post: 6998624, member: 6803540"] [b]Scout Aspects: Roam Through Combat[/b] Instead of At-Will attack powers, the Scout has access to a series of Aspects, which are Stances that typically modify his basic attacks. You get to choose two Aspects at L1, as well as an additional one at L7 and L17. In this section, we'll discuss which Aspects will be of most use to the typical Scout: [b]Aspect of the Cunning Fox (HotFK)[/b] - While half damage on attacks made against you during your own turn is unlikely to come up on a regular basis unless you're provoking OAs like there's no tomorrow, a free action shift after you swing at someone is nice to have. A decent Stance to have. [b][COLOR=#0000ff]Aspect of the Charging Ram[/COLOR] (HotFK)[/b] - It keeps you from provoking while you charge, gives you a damage bump while charging, and knocks whoever you hit with that charge prone. That's good stuff. [b]Aspect of the Dancing Serpent (HotFK)[/b] - Generating charge space as a free action is pretty good, and a bonus to hit and a (scaling) bonus to damage against isolated enemies isn't chopped liver either. A pretty solid Aspect. [b]Aspect of the Hungry Shark (HotFK)[/b] - A bonus to hit against bloodied enemies is good stuff, and while the bonus to Athletics while swimming is a bit conditional, you'll be glad to have it if it ever comes up. A pretty solid Aspect overall. [b][COLOR=#00ccff]Aspect of the Lurking Spider[/COLOR] (HotFK)[/b] - This Aspect offers the largest damage bonus, and it does so for all of your damage rolls, not just for basic attacks. Additionally, a bonus to Stealth checks will be good both in and out of combat. This is the one Stance I would take on all of my Scouts. [b][COLOR=#0000ff]Aspect of the Pack Wolf[/COLOR] (HotFK)[/b] - Not provoking when you leave squares adjacent to your allies helps generate charge space really easily, and a bonus to attack and damage rolls when ganging up on a target is pretty good too. That's a good Stance to have. [b][COLOR=#0000ff]Aspect of the Regal Lion[/COLOR] (HotFK)[/b] - A bonus to hit and to all defenses against targets Large or larger is pretty applicable, even if it is a bit more of the defensive side (mostly, you want offense). Pretty good overall. [b][COLOR=#800080]Aspect of the Soaring Hawk[/COLOR] (HotFK)[/b] - A Perception bonus is good for out-of-combat situations, but a bonus to speed and ignoring cover/concealment penalties isn't terribly useful. A rather uninspiring Stance overall. [CENTER][Size=4][b][b]Wilderness Knacks: Roam Through Life[/b][/b][/size][/CENTER] In addition to your Aspects, you will gain access to a list of Wilderness Knacks (two at L1, and an extra one at L4 and L8). While these are mostly minor out-of-combat benefits, there are criteria of how useful they are to you. [b]Wilderness Knacks[/b] [sblock] [b][COLOR=#0000ff]Ambush Expertise[/COLOR] (HotFK)[/b] - Buffing your allies' Stealth checks when you use the skill is a pretty decent benefit to have. [b][COLOR=#800080]Beast Empathy[/COLOR] (HotFK)[/b] - Most Scouts will be dumping Charisma, and dumping it hard - a +2 bonus to Charisma-based checks isn't really going to do much for you. And while Insight checks to read creatures is a decent benefit, it's not even a skill you're trained in (at least your DM has the option to throw you a bone, here, which makes it [b]better[/b]). [b][COLOR=#0000ff]Mountain Guide[/COLOR] (HotFK)[/b] - Lowering the DC for your allies to climb an obstacle is actually a pretty cool and applicable benefit. [b][COLOR=#800080]Watchful Rest[/COLOR] (HotFK)[/b] - This is a rather conditional benefit in terms of how much it'll see play (depends on how much your DM likes ambushing your party in their sleep, and how many members of the party actually sleep), but if it does, it's [b]pretty decent[/b]. [b]Wilderness Tracker (HotFK)[/b] - Again, another conditional benefit, but this one can help drive a storyline pretty much by itself, and it keys off a skill you're both bound to have and be at least decent at. [/sblock] [CENTER][Size=4][b][b]At-Will Powers: Roam With Strength[/b][/b][/size][/CENTER] While most Scouts won't get to even look at this, a Human member of the class can pick this instead of the Heroic Effort power, so we will include them for their benefit. [b]Ranger At-Wills[/b] [sblock] [Size=3][b][b]Strength-Based:[/b][/b][/size] [b]Hit and Run (PHB)[/b] - While it forces you to invest in Strength and doesn't benefit from your MBA bonuses, it does expand your capabilities by allowing you to walk away from most enemies. [b][COLOR=#ff0000]Marauder's Rush[/COLOR] (MP 2)[/b] - Forces you to invest in Strength as well as Wisdom. That's too much MAD to really be effective. [b][COLOR=#800080]Shield of Blades[/COLOR] (PHH 2)[/b] - A Strength-based attack that gives you a bonus to AC is of questionable use at best. [b][COLOR=#0000ff]Throw and Stab[/COLOR] (MP 2)[/b] - This is actually a pretty decent pickup - while it doesn't allow you to charge, it does add an extra attack to the sequence (provided you invest enough in Strength and carry a throwable weapon), which makes you adept at picking off minions and other secondary functions. [Size=3][b][b]Dexterity-Based:[/b][/b][/size] [b][COLOR=#ff0000]Fading Strike[/COLOR] (MP 2)[/b] - This At-Will gives you a decent mobility-based option when not charging, but it's not something that your Stances can't already replicate. Nah. [b][COLOR=#ff0000]Hunter's Teamwork[/COLOR] (PHH 1)[/b] - A Ranged attack power, but it doesn't have much of anything going over an RBA, and it loses all the basic attack perks. Avoid. [b][COLOR=#800080]Nimble Strike[/COLOR] (PHB)[/b] - A Ranged attack that lets you shift away as part of the sequence will help you keep you safe from OA's, though that's not a priority. [b]Warning Shot (D 383)[/b] - A Ranged attack that has Control-oriented implications if the target moves where you designate. It's a potentially pretty damaging power, even it is unreliable. A decent pick, because it does expand your capabilities. [Size=3][b][b]Strength- or Dexterity-based:[/b][/b][/size] [b][COLOR=#800080]Careful Attack[/COLOR] (PHB)[/b] - Trading in the MBA benefits for +2 to hit is a conditional benefit that will get blown away by MBA support. Not the greatest choice. [b]Twin Strike (PHB)[/b] - This power actually isn't as powerful for you as it is in the hands of a classic Ranger - it doesn't let you use your Striker feature on it (so it probably won't out-damage your standard attack routine), and you would have to invest in Strength to use it effectively. It has a niche use as the second standard action on your AP turn, but it doesn't do much apart from that. [Size=3][b][b]Beast Powers:[/b][/b][/size] [b][COLOR=#ff0000]Circling Strike[/COLOR] (MP)[/b] - Can't use this (not that you'd want to). [b][COLOR=#ff0000]Predator Strike[/COLOR] (MP)[/b] - Don't even think about it. [/sblock] [b]Utility Powers: Aiding Those Who Roam[/b] [CENTER][Size=4][b][b]Level 2, Utility[/b][/b][/size][/CENTER] This Utility list has a standout power in [b]Invigorating Stride[/b], but there are a couple of other powers (like [b]Ranger's Agility[/b] and [b]Yield Ground[/b]) that could conceivably make the spot as well. [b]Level 2 Utility List[/b] [sblock] [b][COLOR=#ff0000]Archer's Stairway[/COLOR] (D 383)[/b] - You won't be using Bows or Crossbows. [b][COLOR=#800080]Avian Grace[/COLOR] (D 392)[/b] - Long jumps will take quite a while to beat your normal speed, rarely will you be able to fly, and it's a Daily. Nah. [b][COLOR=#ff0000]Begin the Hunt[/COLOR] (MP 2) [/b]- You don't have Hunter's Quarry. [b]Bending Branch (D 377)[/b] - You're not as likely to be the target of a forced movement effect as your Defender, but here's a nasty counter for it if you are. [b]Bridge of Roots (HotFK)[/b] - Basically a zone that lets you ignore terrain effects within it. That can certainly be useful, if not quite universally so. [b]Crucial Advice (PHB)[/b] - A reroll for a skill with a +Wisdom bonus will be appreciated by anyone, and you do have a decent skill set. Solid enough. [b][COLOR=#800080]Entangling Roots[/COLOR] (HotFK)[/b] - Disallowing charges and imposing difficult terrain on your enemies in a zone can certainly make you harder to approach, but it's at odds with your mobile nature. [b][COLOR=#ff0000]Equestrian Maneuver[/COLOR] (D 392)[/b] - You don't have a Beast. [b][COLOR=#ff0000]Feline Escape [/COLOR](D 392)[/b] - You don't have a Beast. [b][COLOR=#ff0000]Ferret an Opening[/COLOR] (MP)[/b] - The only use I see for this power is preserving your CA after moving out of a flanking position to allow someone else to enter it. Yeah... no. [b][COLOR=#800080]Fox Shift[/COLOR] (MP)[/b] - A rather weak benefit, with a conditional trigger. Pass. [b][COLOR=#ff0000]Hearten the Beast [/COLOR](MP)[/b] - You don't have a Beast. [b][COLOR=#ff0000]Hunter's Privilege[/COLOR] (MP)[/b] - You don't have Hunter's Quarry. [b][COLOR=#00ccff]Invigorating Stride[/COLOR] (MP 2)[/b] - Not only is this a nice shifting power that helps you generate charge space, it allows you to second wind and attack in the same turn, every encounter. Either effect would have been good on its own, but together they're great. [b][COLOR=#0000ff]Oak Skin[/COLOR] (HotFK)[/b] - Resist all equal to your Wisdom for one fight per day. This degree of damage prevention is sweet, though a bit dependent on how high your Wisdom modifier actually is. [b][COLOR=#ff0000]Pack Alertness[/COLOR] (MP)[/b] - You don't have a Beast. [b][COLOR=#ff0000]Path of the Monkey[/COLOR] (D 392)[/b] - You don't have a Beast. [b][COLOR=#0000ff]Ranger's Agility[/COLOR] (HotFK)[/b] - The ability to shift 2 at-will for one fight a day can help generate some charge space, and a speed bonus isn't chopped liver. A pretty good power to have. [b][COLOR=#ff0000]Reptilian Perseverance[/COLOR] (D 392)[/b] - You don't have a Beast. [b]Safe Passage (HotFK)[/b] - A whole-party speed buff, with the ability to ignore difficult terrain as icing. Dependant on the encounter, but could potentially be useful. [b][COLOR=#ff0000]Slither's Stride[/COLOR] (D 392)[/b] - You don't have a Beast. [b][COLOR=#0000ff]Stalker's Mist[/COLOR] (HotFK)[/b] - A zone that heavily obscures your opponent's line of sight while leaving your allies' intact that you can move around is pretty darn good, actually. [b][COLOR=#ff0000]Tenacity of the Tusked[/COLOR] (D 392)[/b] - [b][/b]You don't have a Beast. [b]Terrain Advantage (MP 2)[/b] - A very nice bonus to defenses when you occupy difficult terrain. Not too sure how often that's gonna happen, though. [COLOR=#0000ff][b]Better[/b][/COLOR] for Elves because they don't have to sacrifice extra squares to get in and out. [b]Unbalancing Parry (PHB)[/b] - A bit conditional (your AC is good, but not great), but the effect is pretty good, and it doesn't cost you an action. [b][COLOR=#ff0000]Ursine Brutality[/COLOR] (D 392)[/b] - You don't have a Beast. [b][COLOR=#ff0000]Web Trick[/COLOR] (D 392)[/b] - You don't have a Beast. [b][COLOR=#ff0000]Wolf Trip[/COLOR] (D 392)[/b] - You don't have a Beast. [b][COLOR=#0000ff]Yield Ground[/COLOR] (PHB)[/b] - A pretty nice pick for Scouts, it offers defense and out-of-turn mobility, but you do have to eat a hit to actually get it off. [/sblock] [CENTER][Size=4][b][b]Level 6, Utility[/b][/b][/size][/CENTER] This level is pretty wide-open as far as powers go - I'm personally a fan of either [b]Healing Lore[/b] or [b]Weave Through the Fray[/b], though you can make a case for [b]Leaf Wall[/b], if cleverly used. [b]Level 6 Utility List[/b] [sblock] [b][COLOR=#ff0000]Arrow of the Savior[/COLOR] (D 383)[/b] - You won't be using Bows or Crossbows. [b][COLOR=#800080]Battle Runner[/COLOR] (MP)[/b] - You won't be looking to run too often. [b][COLOR=#800080]Boundless Energy[/COLOR] (MP)[/b] - I don't think Endurance is THAT important... [b][COLOR=#ff0000]Clever Teamwork[/COLOR] (MP 2)[/b] - You don't have a Beast. [b][COLOR=#ff0000]Death Threat[/COLOR] (D 377)[/b] - You don't have Hunter's Quarry. [b][COLOR=#ff0000]Defensive Posture[/COLOR] (MP) [/b]- You don't have a Beast. [b][COLOR=#800080]Evade Ambush[/COLOR] (PHB)[/b] - Not being surprised is nice, but as a Daily, this is not that good... [b][COLOR=#ff0000]Harrying Hunter Stance[/COLOR] (D 384)[/b] - You don't have Quarry or a Beast. [b]Healing Herbs (MP 2)[/b] - One of the few ally-healing powers on your list, it has the perks of not spending a surge or any important actions. Solid enough. [b][COLOR=#0000ff]Healing Lore[/COLOR] (HotFK)[/b] - Minor action healing at range 5 that can affect you or an ally? Heck yes. [b][COLOR=#ff0000]Invigorate the Beast[/COLOR] (MP)[/b] - You don't have a Beast. [b][COLOR=#0000ff]Leaf Wall[/COLOR] (HotFK)[/b] - While it seems kind of weird on what is a dedicated Striker, this is basically a zone you can use to hem your opponent in, and get free combat advantage to boot. A pretty sweet choice, though it's not exactly the easiest power to use. [b][COLOR=#ff0000]Off-Hand Defense[/COLOR] (MP 2)[/b] - +1 AC for a Stance is very underwhelming (you can forget about the +2 AC; you want to attack with both your weapons), especially considering you have to not be in an Aspect to use it. [b]Serpentine Dodge (MP)[/b] - One of the stronger shifting powers in your arsenal, it will allow you to slip by a crowd and target the enemy you want, and iteven packs a defense bonus on top. Decent. [b]Skilled Companion (PHB)[/b] - Congratulations; you are officially an advice machine. Solid enough. [b]Stealthy Escape (MP 2)[/b] - Rerolling Stealth checks with a bonus is nice, especially when you have a chance of not expending it. I'm not the biggest fan of its being a Daily, but it's still solid. [b]Step of Morning Mist (HotFK)[/b] - Yeah, it's a Daily, but a teleportation effect with a huge bonus to defenses is worth something on a Ranger. [b]Thorn Ward (HotFK)[/b] - A movable zone for a pinch of autodamage if an enemy ends its turn within it. It's all right, I guess. [b][COLOR=#0000ff]Weave Through the Fray[/COLOR] (PHB)[/b] - This power might force the enemy to charge or not attack at all, and the right positioning will put you just out of his reach, all but disabling an attack. A nice defensive pick. [/sblock] [CENTER][Size=4][b][b]Level 10, Utility[/b][/b][/size][/CENTER] Another wide-open level, this has multiple powers competing for your attention (including the Skill power [b]Reactive Surge[/b]). I'm partial to the free CA generation (and auto-damage) of [b]Verdant Flames[/b], though you could go for mass party movement in [b]Root Gate[/b], self-healing in [b]Blood of the Fallen[/b], mobility with either [b]Expeditious Stride[/b] or [b]Resume the Hunt[/b], or the defensive boost [b]Agile Escape [/b]provides. [b]Level 10 Utility List[/b] [sblock] [b][COLOR=#0000ff]Agile Escape[/COLOR] (MP 2)[/b] - If mobility denial makes you unhappy, this is a very good power to have. [b][COLOR=#0000ff]Blood of the Fallen[/COLOR] (D 377)[/b] - It's healing that doesn't consume surges or actions, and you get it for doing your job. A very good use of your Utility power slot. [b][COLOR=#ff0000]Companion Emplacement[/COLOR] (MP)[/b] - You don't have a Beast. [b][COLOR=#ff0000]Defensive Volley[/COLOR] (D 383)[/b] - You won't be using a Bow or Crossbow. [b][COLOR=#0000ff]Expeditious Stride[/COLOR] (PHB)[/b] - One turn of big movement, which is good for generating charge space. That said, it is [COLOR=#800080][b]less useful[/b][/COLOR] come Epic Tier. [b]Eyes of the Owl (HotFK) [/b]- Rather encounter-dependent, but free darkvision for the entire party can be a significant boon. [b]Hunter's Thorn Trap (HotFK)[/b] - A sweet tool if you're trying to keep a slippery opponent down, this provides a hidden zone that will slap on a bit of autodamage and an immobilize effect if an enemy steps in the chosen square. Tha said, its utility does depend somewhat on whether your DM is willing to not metagame around it. [b][COLOR=#ff0000]Hunting Party[/COLOR] (MP)[/b] - You don't have Hunter's Quarry. [b][COLOR=#800080]Open the Range[/COLOR] (PHB)[/b] - The effect is not worth being a Daily. [b]Padfoot Advance (MP 2)[/b] - Some very stealthy flavor, if only for a turn. [b][COLOR=#ff0000]Prime Shift[/COLOR] (MP)[/b] - You don't have Prime Shot. [b][COLOR=#ff0000]Quick Recovery[/COLOR] (MP)[/b] - You don't have a Beast. [b][COLOR=#0000ff]Resume the Hunt[/COLOR] (MP 2)[/b] - You get to move your speed after a kill, with the entry square being OA-free, and then you get a bonus to all defenses. A good way to either close or generate space in a hurry. [b][COLOR=#0000ff]Root Gate[/COLOR] (HotFK)[/b] - This can effectively fast-forward your party's movement across a battlefield, while allowing you to bypass zones, annoying terrain, and the like. That's actually pretty good if you ask me, and it's [COLOR=#00ccff][b]great[/b][/COLOR] if your DM likes placing enemies far away from you, or has weird terrain (bridges, chasms, that sort of thing). [b]Shed the Mark (MP)[/b] - At-will respite against an annoying battlefield condition. Kind of corner-case, but hey, it's At-Will. [b]Undaunted Stride (PHB)[/b] - Ignoring difficult terrain could provide a decent tactical advantage, even if it is at the cost of your Stance slot. [b][COLOR=#0000ff]Verdant Flames[/COLOR] (HotFK)[/b] - A zone for free combat advantage that last all fight long without a need for sustaining (you can also move it around if you have to), and it even brings a bit of auto-damage with it. That's pretty cool. [b]Weathered Resilience (MP 2)[/b] - There's a power that does this with less strings attached at lower level. That said, having two of them allows you to have the effect on for two fights a day, which can be big. [/sblock] [CENTER][Size=4][b][b]Level 16, Utility[/b][/b][/size][/CENTER] This level has multiple solid options, including [b]Evade the Blow[/b], [b]Howling Winds[/b], [b]Iron Endurance[/b], [b]Wolfjaw Blows[/b], and [b]Ranger's Parry[/b], with the latter being my favorite. [b]Level 16 Utility List[/b] [sblock] [b]Back on Target (D 383)[/b] - A reroll with a bonus for an ally is good, but being a Daily makes it just OK. [b][COLOR=#800080]Blade and Bow[/COLOR] (MP 2)[/b] - Your Ranged buffs your Melee, and vice versa. Meh. [b]Curving Shot (MP)[/b] - A Daily reroll for an At-Will attack power is actually much better for a Scout than it is for other flavors of Ranger. [b]Embrace the Wild (HotFK)[/b] - An all-fight-long buff for you or an ally, though its utility varies depending on the fight. [b][COLOR=#0000ff]Evade the Blow[/COLOR] (PHB)[/b] - This is awesome to use against creatures that look to keep you at the edge of their reach, as it can negate that attack outright. [b][COLOR=#0000ff]Howling Winds[/COLOR] (HotFK)[/b] - Free action sliding for a whole fight? This is a potential gold mine for a Scout, because it makes charging into flanking positions that much easier. [b][COLOR=#0000ff]Iron Endurance[/COLOR] (HotFK)[/b] - Your healing surge value + 10 is a lot of THP to be had, though its being a Daily is kind of limiting. [b][COLOR=#800080]Longstrider[/COLOR] (PHB)[/b] - Though somewhat obsoleted by a Skill power that has everything this offers and more, it's still an option for those who choose not to train Athletics. [b][COLOR=#800080]Mirror of Steel[/COLOR] (D 377)[/b] - It doesn't protect you from AoE's, eats up your Stance slot, and only provides a +1 to all defenses? Pass. [b][COLOR=#800080]Momentary Respite[/COLOR] (PHB)[/b] - A collection of decent benefits. Being a Daily and costing a Standard action is just too high a price for them, though. [b][COLOR=#ff0000]Pack Stealth[/COLOR] (MP)[/b] - You don't have a Beast. [b][COLOR=#0000ff]Ranger's Parry[/COLOR] (MP 2)[/b] - +4 to AC and Reflex is a big defensive buff, and 10 THP as the cherry on top only makes it better. While not as potentially awesome as Evade the Blow, you can use it more often, and the effect can save you from more situations and types of attacks. [b][COLOR=#ff0000]Shared Healing[/COLOR] (MP)[/b] - [b][/b]You don't have a Beast. [b][COLOR=#800080]Stalker's Senses[/COLOR] (MP)[/b] - Another underwhelming stance. [b]Tree Runner (MP 2)[/b] - Don't know how often you have to actually run up trees, but this is awesome for when you do. [b]Vengeful Oath (MP 2)[/b] - The trigger is kind of awkward (sometimes, allies LIKE to be bloodied, and other times, you're too busy to want to disengage), but the effect is strong enough to make it a choice. [b]Wall of Earth (HotFK)[/b] - A large wall you can use to hem people in, as well as knock them prone, and it can make some difficult terrain should you fail to sustain. Not your typical cup of tea, but not exactly a bad thing, either. [b][COLOR=#800080]Wary Shooter [/COLOR](MP)[/b] - You won't be using Ranged attacks all that often. [b][COLOR=#0000ff]Wolfjaw Blows[/COLOR] (D 375)[/b] - A nice and mean Stance power, this can help set up Headsman's Chop and other prone shenanigans with you or other party members, or just plain help out your allies by letting them all share in the combat advantage you had over an enemy. A nice pick. [b]Word of Warning (HotFK)[/b] - A solid bonus to your party's initiative (though it won't stack with things like a Warlord's Combat Leader or a Battle Harness), and free CA for the first round of a fight. Solid. [/sblock] [CENTER][Size=4][b][b]Level 22, Utility[/b][/b][/size][/CENTER] Your Utility power capstone power list is very strong; there are a lot of good powers, and even though none of them truly stands out, that's because the difference in power level for most is pretty minimal. I am most partial to [b]Adamant Recovery[/b] for its universal Revive button and [b]Veil of Winter[/b] for putting up a zone of effective total concealment, but this indeed is a great list. [b]Level 22 Utility List[/b] [sblock] [b][COLOR=#00ccff]Adamant Recovery[/COLOR] (MP)[/b] - A good "emergency" button to have in your back pocket. Goes a long way towards making you more self-sufficient. [b]Daunting Agility (MP 2)[/b] - Shifting your speed with an Athletics bonus attached can be useful, though it is rather overdue. [b]Fade from Sight (MP 2)[/b] - A decent Stealth-related Utility. Not at the level of Forest Ghost, but it can be used more frequently. [b][COLOR=#ff0000]Fleet Hunter's Stance[/COLOR] (D 384)[/b] - You don't use Ranger powers that make multiple attack rolls. [b][COLOR=#0000ff]Fleet of Foot[/COLOR] (MP 2)[/b] - Not provoking OA's for moving is nice to have, as is not granting CA while running. Pretty cool. [b][COLOR=#0000ff]Forest Ghost[/COLOR] (PHB)[/b] - Given an At-Will source of concealment, this can make it very difficult for enemies to retaliate against you, which is a pretty good benefit. [b]Hit the Dirt (PHB)[/b] - A decent "get out of the way" power. [b][COLOR=#ff0000]Hunt the Herd[/COLOR] (MP)[/b] - You don't have Hunter's Quarry. [b][COLOR=#0000ff]Master of the Hunt[/COLOR] (PHB)[/b] - Depending on your Wisdom, this can go from worthless to godly, but you're gonna need to put a lot of points in Wisdom for this to beat some of your other Stances. [b]Preternatural Senses (MP)[/b] - Blindsight can help make certain situations a heck of a lot easier. [b][COLOR=#ff0000]Selfless Sacrifice[/COLOR] (MP)[/b] - You don't have a Beast. [b]Safe Stride (PHB)[/b] - A no-strings-attached Encounter movement power that allows you to shift a distance that can go from pitiful to large, depending on your build. Nice, but a bit overdue. [b]Sharpen the Senses (MP 2)[/b] - Detecting invisible creatures is sweet, as is the Perception bonus, thoug it does eat up your Stance slot. [b]Speed of the Zephyr (HotFK)[/b] - Not really sure you need this much speed, but if you think you do, here it is. [b][COLOR=#0000ff]Stepping Through the Veil[/COLOR] (HotFK)[/b] - Given the proper setup, this can result in en:):):):)er-long invisibility, which is definitely something to be desired. [b][COLOR=#ff0000]Tested Analysis[/COLOR] (MP 2)[/b] - You don't have Hunter's Quarry. [b][COLOR=#00ccff]Veil of Winter[/COLOR] (HotFK)[/b] - A movable zone that straight-up blocks line of sight for your enemies while not affecting your allies in the slightest is very worth having. [b]Verdant Silence (D 377)[/b] - The only issue I have with this power is its requiring a healing surge (don't know if you noticed, but you don't have many to spare...). [b][COLOR=#ff0000]Wild Dash[/COLOR] (MP)[/b] - You don't have a Beast. [b]Wrath of Root and Soil (HotFK)[/b] - While this power isn't all that effective against flying enemies, it can be quite nasty against enemies you somehow manage to pin down within the zone. It requires a bit too much party cooperation to be truly good (as it's quite hard for you to pin things down yourself), but it's something worth looking at. [/sblock] [b]Skill Powers: The Talents Of Those Who Roam[/b] Skill powers here have been categorized into whether the skill is a class skill for your not. Within these categories, they have been split up into levels. You'll mostly be hunting for Skill powers for your more lackluster Utility levels (L6 and L10): your power selection is pretty solid from then on. [Size=4][b][b]Class Skill Powers[/b][/b][/size] [b]Acrobatics Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#0000ff]Agile Recovery[/COLOR] (PHB 3)[/b] - Forever changes standing up to a Minor Action. Pretty cool. [Size=3][b][b]Level 6:[/b][/b][/size] [b][COLOR=#ff0000]Dodge Step[/COLOR] (PHB 3)[/b] - The trigger goes off too late for you to avoid a hit, and you already have a power just lke it. Unnecessary. [b]Graceful Maneuver (PHB 3)[/b] - A decent repositioning ability, though half your speed is not all that much. [b]Perfect Balance (PHB 3)[/b] - It provides a small speed advantage while traversing narrow or difficult terrain, and doesn't require checks. Decent. [b][COLOR=#0000ff]Tumbling Dodge[/COLOR] (PHB 3)[/b] - An example of a power that gets better as time goes on. Right now, you're likely getting a +2 bonus to all defenses at best (which is still good), whereas later on you'd be looking at +4 or so. Nice. [Size=3][b][b]Level 10:[/b][/b][/size] [b][COLOR=#800080]Drop and Roll[/COLOR] (PHB 3)[/b] - How often does this really come up? Not enough to occupy a Utility slot in my experience. [b]Rapid Escape (PHB 3)[/b] - The definitive answer to being grabbed; it allows you to escape as a Minor Action, grants you CA if you do escape, AND it’s an At-Will. It faces stiff competition and grabbing ain’t exactly the most common status effect under sun and moon, but this is awesome when it does come up. [Size=3][b][b]Level 16:[/b][/b][/size] [b][COLOR=#0000ff]Reflexive Dodge[/COLOR] (PHB 3)[/b] - A solid DR ability, that comes with a shift attached. Pretty cool. [/sblock] [b]Athletics Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#800080]Bounding Leap[/COLOR] (PHB 3)[/b] - A power that subs your move action for a jump that carries a bonus. Unless you optimize your Athletics check or roll very well, this is only worth it later on in your career when you can reliably clear an Athletics check equal to your speed + 1 (DC 30 for speed 5, DC 35 for speed 6, and a whopping DC 40 for speed 7). At least it’s useful out of combat... [b][COLOR=#800080]Scrambling Climb[/COLOR] (PHB 3)[/b] - It's a great movement Utility if you have to climb up stuff a lot. The question is, will you? Not in most campaigns. [Size=3][b][b]Level 6:[/b][/b][/size] [b]Mighty Sprint (PHB 3)[/b] - Speed +4 is nice. Ignoring difficult terrain is also nice. An Athletics bonus for whatever stunt you may want to pull off along the way is just gravy. This is a pretty decent pick. [b]Sudden Leap (PHB 3)[/b] - Essentially, this is flanking without provoking OA's, no matter how big your opponent is, once per encounter. It can see use for some Scouts. [Size=3][b][b]Level 10:[/b][/b][/size] [b][COLOR=#0000ff]Incredible Stride[/COLOR] (PHB 3)[/b] - Whoa. +4 speed for the encounter is a big buff, and it obsoletes Longstrider for any who trained Athletics. A very nice choice. [/sblock] [b]Dungeoneering Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#ff0000]Deep Shadows[/COLOR] (PHB 3)[/b] - No reason for your Dungeoneering to trump your Stealth. [b]Otherworldly Lore (PHB 3)[/b] - Though conditional (not only do you have to encounter an aberrant creature, you have to nail the check), it DOES hand out +4 to hit essentially for free... [Size=3][b][b]Level 6:[/b][/b][/size] [b]Eyes of the Deep Delver (PHB 3)[/b] - Blindsight for a turn, just because you can. Usually, one turn is all you need. [b][COLOR=#ff0000]Stonecunning[/COLOR] (PHB 3)[/b] - There is no reason your Dungeoneering should beat your Perception by enough of a margin as to justify taking this power. [Size=3][b][b]Level 10:[/b][/b][/size] [b]Trap Sense (PHB 3)[/b] - A sweet trap-redirection ability, it’s rather conditional, which is what holds it back against pretty stiff competition. [Size=3][b][b]Level 16:[/b][/b][/size] [b]Practiced Mental Defense (D 385)[/b] - Keeping allies from getting stunned or dominated is nice to have, though dazed isn't a massive improvement and this is a Daily (which means this power has its limitations). [/sblock] [b]Endurance Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#800080]Endure Pain[/COLOR] (PHB 3)[/b] - This would be better if you had more emphasis on your Constitution score, but as it is, it’s unimpressive for most Scouts. [b][COLOR=#0000ff]Grit and Spittle[/COLOR] (D 385)[/b] - Though burning up a healing surge hurts, granting yourself mass saves has got to count for something, especially at a level this low. [b][COLOR=#ff0000]Invigorating Presence[/COLOR] (PHB 3)[/b] - Some mass THP when you second wind, but the vast majority of Scouts won't be using second wind as a standard (which this power requires). No. [Size=3][b][b]Level 6:[/b][/b][/size] [b][COLOR=#ff0000]Third Wind[/COLOR] (PHB 3)[/b] - A poor man's version of Healing Lore. Nope. [b][COLOR=#800080]Walk it Off[/COLOR] (PHB 3)[/b] - Having a chance to negate ongoing damage before it happens is nice, but rarely will you see ongoing damage that is lethal enough to be a serious concern. [Size=3][b][b]Level 10:[/b][/b][/size] [b][COLOR=#00ccff]Reactive Surge[/COLOR] (PHB 3)[/b] - Healing in response to getting Bloodied? And it's there every encounter? Excellent. [Size=3][b][b]Level 16:[/b][/b][/size] [b]Diehard (PHB 3)[/b] - Being dazed sure beats being dead. [/sblock] [b]Heal Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#ff0000]Healer’s Gift[/COLOR] (PHB 3)[/b] - Burn a Utility slot for a very marginal improvement over First Aid? No. Gods, no. [Size=3][b][b]Level 6:[/b][/b][/size] [b][COLOR=#800080]Delay Poison[/COLOR] (PHB 3)[/b] - Certainly [b]better[/b] in campaigns where poisons are more prevalent and lethal and/or an enemy attacks only using poison damage, but usually ongoing 5-10 damage won't kill you. [b][COLOR=#ff0000]Physician's Care[/COLOR] (PHB 3)[/b] - Healing is nice, but not as a standard action. [b][COLOR=#ff0000]Swift Recovery[/COLOR] (PHB 3)[/b] - A poor man's Healing Lore. Nah. [Size=3][b][b]Level 10:[/b][/b][/size] [b][COLOR=#800080]Time Out[/COLOR] (PHB 3)[/b] - This is [COLOR=#0000ff][b]nice[/b][/COLOR] if you have a Dwarf or Warden ally, and can be better if you have both; otherwise, the times it comes up are few and far between (very hit-or-miss, this one). [Size=3][b][b]Level 16:[/b][/b][/size] [b][COLOR=#800080]Miraculous Treatment[/COLOR] (PHB 3)[/b] - Again, healing is awesome, but not if it sacrifices your ability to attack. [/sblock] [b]Nature Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#800080]Mounted Coordination[/COLOR] (PHB 3)[/b] - If it were a turn-long buff, I'd be all for it, but as it is it's pretty marginal. [b]Nature Sense (PHB 3)[/b] - Some builds can milk a Nature check subbing for initiative, and a hefty defensive boost to start the combat makes it pretty decent. [Size=3][b][b]Level 6:[/b][/b][/size] [b][COLOR=#0000ff]Natural Terrain Understanding[/COLOR] (D 385)[/b] - Though Leader-y in theme, +2 to all defenses and a free shift 2 for allies is greatly appreciated, especially on a per-encounter basis. [b][COLOR=#800080]Path of the Bounding Stag[/COLOR] (PHB 3)[/b] - Obviously [b]better[/b] if you spend a lot of time in forests aboveground; but I can't predict where your campaign will take you, and in most terrains this will be useless. [b]Practiced Rider (PHB 3)[/b] - About as campaign-dependent as they come, but hey, it’s an At-Will! [Size=3][b][b]Level 10:[/b][/b][/size] [b][COLOR=#0000ff]Spot the Path[/COLOR] (PHB 3)[/b] - Party-wide difficult terrain ignoring is sweet. [Size=3][b][b]Level 16:[/b][/b][/size] [b][COLOR=#0000ff]Nightshade Draught[/COLOR] (D 385)[/b] - Anything that keeps you from dropping dead is appreciated on a Ranger, especially when it allows you to operate at full efficiency (just remember to heal ASAP). [/sblock] [b]Perception Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#800080]Far Sight[/COLOR] (PHB 3)[/b] - There are like a million ways to get this minor buff as a Scout, and it doesn't really do much for you. Skip it. [Size=3][b][b]Level 6:[/b][/b][/size] [b]Guided Shot (PHB 3)[/b] - Essentially an after-you-roll attack buff vs. the great majority of enemies for an ally. Solid enough. [b]Trapfinding (PHB 3)[/b] - A solid Utility power for those of you who MC'd Rogue and picked up Thievery. [b]Warning of Peril (PHB 3)[/b] - Your Passive Perception officially covers a huge area. A great scouting aid outside of combat, though marginal in it. [Size=3][b][b]Level 10:[/b][/b][/size] [b]Focused Sight (PHB 3)[/b] - Far Sight's big brother, it also works on Melee powers and superior cover/concealment. Serviceable, as it lasts two turns. [b][COLOR=#800080]Perfect Sight[/COLOR] (PHB 3)[/b] - The only reason you should take this power is if you couldn't train Dungeoneering, since they have one that's strictly better at a lower level. [b]Spot Weakness (PHB 3)[/b] - A decent bonus to your next damage roll. Average overall. [b]Uncanny Instincts (PHB 3)[/b] - The same thought process that applies to Nature Sense applies here; this can outstrip your default initiative in some builds, and you get to bring an ally along for the ride. [/sblock] [b]Stealth Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#800080]Obscured Avoidance[/COLOR] (PHB 3)[/b] - You get At-Will mark avoidance, sans the conditional requirement, later, so this has less luster for you than for most others. [Size=3][b][b]Level 6:[/b][/b][/size] [b]Concealed Shift (PHB 3)[/b] - Shift you when you’re missed if you have cover/concealment. Conditional, but potentially useful. [b]Shrouding Gloom (PHB 3)[/b] - A bit of action economy for your Stealth checks. Can be useful if you're scurrying from cover to cover or need a do-over on your last Stealth check. [Size=3][b][b]Level 10:[/b][/b][/size] [b][COLOR=#0000ff]Crowd Cover[/COLOR] (PHB 3)[/b] - A pretty cool way to mess with enemy Ranged combatants, but it has its limitations (only works against ranged attacks, cover only provides +2 to all defenses). That said, it can be pretty cool if it does work. [b]Persistent Tail (PHB 3)[/b] - A decent power to keep yourself out of sight. Great out-of-combat utility for this one. [Size=3][b][b]Level 16:[/b][/b][/size] [b][COLOR=#0000ff]Deepening Gloom[/COLOR] (PHB 3)[/b] - This is a nice one; making yourself invisible to the target instantly slaps on a hefty penalty for his attack, and given that this is an interrupt, it could potentially negate a hit. [/sblock] [Size=4][b][b]Recommended Non-Class Skill Powers[/b][/b][/size] I’m only going to talk about the powers whose parent skills are recommended, so that limits it somewhat. [b]Insight Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b]Anticipate Maneuver (PHB 3)[/b] - You need to roll, but Combat Advantage as a Minor Action is pretty solid. [Size=3][b][b]Level 6:[/b][/b][/size] [b]Empathic Read (PHB 3)[/b] - A great way for you (usually the party radar) to save the party face from himself. [b]Insightful Counter (PHB 3)[/b] - A decent way to prevent something ugly from happening to you in Melee. [b]Prescient Maneuver (PHB 3)[/b] - Useful for running up to an opponent or generating charge space, depending on what you need. [Size=3][b][b]Level 10:[/b][/b][/size] [b]Insightful Comment (PHB 3)[/b] - Though of limited use in combat, if you like skill challenges a lot, this is a 1-turn mega-buff for everyone, which is awesome. [b][COLOR=#0000ff]Prescient Defense [/COLOR](PHB 3)[/b] - A solid defense bump when you need it the most. Pretty nice to have. [Size=3][b][b]Level 16:[/b][/b][/size] [b][COLOR=#0000ff]Insightful Riposte[/COLOR] (PHB 3)[/b] - Now this is a nice power! +3 will turn quite a few misses into hits, and that's always a good thing, especially when you get it every encounter. [/sblock] [b]Thievery Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#0000ff]Fast Hands[/COLOR] (PHB 3)[/b] - Some sweet quick-swapping benefts for anyone who’ll train in the skill. Could be useful. [b][COLOR=#800080]Lock Tap[/COLOR] (PHB 3)[/b] - Action economy on Thievery checks can be useful in certain situations, but I don't think those situations are all that common outside of combat, and you shouldn't be popping locks open in most fights anyway. [b]Quick Palm (PHB 3)[/b] - Again, action economy on a Thievery check, but for something you're more likely to need to do fast. [Size=3][b][b]Level 6:[/b][/b][/size] [b]Hasty Retreat (PHB 3)[/b] - A decent emergency shift away, it could get you out of the range of a few traps' triggers, especially ones like poison needles in doorknobs and the like. [b]Quick Switch (PHB 3)[/b] - Though the effect doesn't cover all that much space, it could help you introduce your enemy to your Defender without an OA for either of you, which is nice. [b][COLOR=#800080]Stolen Defense[/COLOR] (PHB 3)[/b] - This is Anticipate Maneuver... Leader edition. You could just flank, you know. [Size=3][b][b]Level 10:[/b][/b][/size] [b]Disruptive Stunt (PHB 3) [/b]- An attack debuff as part of an opportunity-free move action through an adjacent enemy's space. The movement likely won't be all that earthshaking, but a repositioning power with a free debuff can be decent. [/sblock] [/QUOTE]
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Wherever I May Roam: A Scout's Guide (by lordduskblade)
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